Things are rather busy at work these days with our main season having started (we sell garden plants so everything needs to be fully grown before the actual planting season starts) and even on the days when I don’t get back home late and tired I mostly spend my time doing other things than working on the Ancient Lands. While admittedly I’ve been writing more here recently than I have for quite a while, most of it is spur of the moment stuff that just pops into my mind minutes before I write it. And even most of that is more theory than specific content.
But I am always more creative in spring and summer (it’s adventuring season after all) and I got quite a number of ideas in my head that are almost finished content that is only in need of being nailed down and locked. Which I always do best when spelling it out in writing. So expect more stuff that is ready to take and use in games in the comming weeks. For now I am hopping on to an idea that someone suggested over two years ago and share ten randomly selected interesting details about the <em;”>Ancient Lands that make it a unique and distinctive setting:
- The Ancient City: Somewhere in the distant past there was a great city of sorcerers known as Sarhat (or Sahal) that rivaled all other realms in power and eldritch knowledge. Of all the legendary ruins in the Ancient Lands, this one is by far the most famous and most searched for, though almost nothing definitive is known about it. Many believe that the sorcerers of Sarhat were naga and that therefore it must be located somewhere in the Mahiri Jungles or Kemesh, but every so often the notes of slain naga sorcerers reveal that their hunts for the ancient city have got them no further than anyone else’s. Some treasure hunters and sages believe that the city actually lies somewhere in the Spiritworld or might even have moved far from its original location. Countless people have died or vanish on their search for Sarhat and among the common people there is a widespread doubt about what one might even find if the city could ever been reached. The search for the fabled city is widely regarded as an idiotic quest for fame without any hope of success or practical purpose, and leading people to Sarhat has become well established as the ultimate folly, both literally and figuratively.
- Verticality:Throughout the Ancient Lands and over the countless centuries of its existance, the builders of fortresses and castles have always shown a seemingly universal fascination with height. In a world covered in trees, reaching above the endless canopy and having an unlimited view to the horizon has become an ancient symbol of power. Castles are often build on top of rocky hills or take the form of massive towers, and some fortresses are carved into the sides of massive cliffs. Even in small villages with simple wooden palisades the highest point of the settlement is usually reserved for the chief’s hall or the village shrine.
- Truthspeaking: The future is always uncertain until it happens and there are no powers that could say for certain what it holds. Yet the actions and choices of both mortals and spirits are often very much predictable as long as one has sufficient knowledge of their motives and plans. Truthspeaking is the art of peering into the wyrd and observing the countless possibilities and paths that lie ahead of a person and finding the one that seems most likely. Truthspeaking is very accurate when it comes to predicting significant encounters that await a person in the near future if events have already been set into motion to send them and others down certain path. It can also predict how those other people will act according to their natures and motives and a warning of looming treachery can be of invaluable worth. However, while truthspeakers can predict a duel between two heroes before they even know about each other’s existence, they have no way to tell who will win if their skills are equal. And often it is tiny and seemingly insignificant details that decide the outcome of an encounter that even the most experienced truthspeakers can easily miss as being important.
- Serpentmen: The serpentmen are servants of the naga who are similar to elves in size and stature but with scaled skin, serpentine eyes, and almost featureless faces. They have never been encountered as anything other than soldiers or guards and seemingly always in the service of naga, which has many people believe that they have been created from elven slaves through alchemy or sorcery.
- Iron: While the raw materials for making iron are quite cheap and widely available, the process of refining them into a workable material and forging it into durable blades are much more complex and dificult than working with bronze. While iron pots and nails are common and its often used for making lamellar armor plates, iron blades are very rare and valuable. Even though they are no better than well made bronze blades (and often even less so), iron has the special property of harming spirits just as well as it does mortals. Pieces of iron can be used as wards against spirits and iron chains have the power to securely bind them and even prevent mortal witches from using their magic.*
- There are four moons in the sky: One large, one medium, and two small; one of which is moving very slowly in the sky in the opposite direction.
- The Old Gods aren’t gone: Nor are they sleeping. They are still around as they always have, since long before the gods of forests or beasts. They have only become almost invisible in this world since life took over the surface of the planet and established the familiar laws of nature. As one leaves behind these familar regions in the Spiritworld they can be found deep beneath the earth and among the stars that are still their domains.
- Time is irrelevant in the Spiritworld: While visiting mortals still experience time as they are used to it seems to have no real influence on the Spiritworld itself or its native beings. Castles can stand deserted in pristine conditions for many thousands of years or crumble into rubble within minutes after being abandoned. Some spirits sleep for eons or sit in silent contemplation for centuries without need for food or sleep. Fires burn without ever consuming their fuel and a single night may last for what seems to be months. The Spiritworld is a manifestation of the thoughts and emotions of the spirits and does not have to follow the patterns that govern life in the material world.
- Spears and Bows are the Hero Weapons: Swords and axes play a rather minor role in the warrior culture of the Ancient Lands. Since armor tends to be light and not highly sophisticated, reach and speed are the main things that keep warriors alive in battle. A properly armed warrior carries either a spear or a shield (or both if he has attendants to carry them) and short swords and axes are kept primarily as backup weapons or for use in tight spaces. When using one-handed weapons, the other hand always carries a shield if it’s in any way possible.**
- There are no horses or dogs: Also no bears, cows, or pigs. Horses and dogs are the two most significant animals in European culture as far as their role in hunting and warfare is conerned. Since I want to go with a style that is more Morrowind/Planescape/Kalimdor, these very familiar creatures are removed and replaced with more exotic creatures that are representative of the world’s unique ecology.
*I really like this one from a mechanical perspective. It’s a simple replacement of the common silver weapons and makes the imprisonment of spellcasters very easy without convoluted magical prison setups. All while reviving the old image of iron having power over spirits.
** This is partly “historical accuracy” but primarily a desire to see these weapons of ancient mythological figures back in their deserved spots. The reach advantage of spears can simply be represented as a +1 bonus to Armor Class, as in practice it makes it harder for an opponent to get close enough to attempt a strike at the body.